//
//  Shader.fsh
//  Renderbunny
//
//  Created by Holmes Futrell on 1/20/11.
//  Copyright 2011 Holmes Futrell. All rights reserved.
//

uniform sampler2D diffuseSampler;
uniform sampler2D ambientSampler;
uniform sampler2D albedoSampler;

uniform float amt1, amt2;

varying vec2 uv;

void main()
{

	vec3 albedo = texture2D(albedoSampler, uv).rgb;
	vec3 diffuse = texture2D(diffuseSampler, uv).rgb;
	vec3 ambient = texture2D(ambientSampler, uv).rgb;

	gl_FragColor = vec4( albedo * ambient + diffuse, 1.0);
}